Wednesday, January 13, 2021

0127 - Revamping the Encounters

 I am a software developer and I cannot resist making little tools to support my habit. As the team is getting ready to venture out into the world again, I have started to work on my encounter system for the v4. 

As a base, I am using my system for the v2.2 and modifying it to the details of v4 system. My current tool is a small console application written in Java. As my job requires me to get back into the Microsoft World, I have decided to do the v4 encounter tool in C# using Microsoft Visual Studio. It may develop to have a GUI, but at the moment I am just working on a console application (Kiss Rule - Keep it simple, stupid).

I have the data for equipment, vehicles and weapons in the encounter system from v4. For the NPCs, I am using NPC Templates similar to those presented in the v4 Referee's Handbook. The structure of the encounters as well as the likelihood of an encounter are the same in both and uses the basic rules from the v2.2.

The random determination of weapons is a bit repetitive, but that has a lot to do with the fact, that in comparison to v2.2, there are not that many weapons available at the moment. I am sure that this will change.

In addition to random number of reloads, I have also implemented random generation of the weapon reliability. It is, yes, possible that the NPC has a non-functional weapon. The PCs, however, do not necessarily know this. 

What I have added is the stats for the weapons and equipment as well as those for the NPCs, including the skills.

It is a lot of blah, blah, but it is probably easier to show a comparison.

This is the leader of a Marauder group from my v2.2 Encounter tool (some of you might remember the good sergeant from previous posts):

Veteran Soviet marauder #1-1 (SGT Leskov Mili Makarovich)
(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:
-----------------------------------------------------
Very violent: The NPC loves a good fight and either is or wants to be a warrior.
Somewhat ambitious: The NPC will be inclined towards boastfulness and a desire to impress his peers.

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are culmulative.

Main Weapon: M231 with 2 magazine(s)/belt(s) and 10 loose rounds
Sidearm: .38 Special Snubnose with 1 magazine(s)
Melee Weapon: Club

Grenades: Irritant Gas Grenade []

Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,

Food: 8kg of Wild Food

This is a v4 Marauder Chief from the new implementation as it currently stands:

Marauder Chief #1-1
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)

EMP: D (D6)
        Command: C (D8)

Hit Capacity: 5

Weapons:
MP5
--------
[Type: Submachinegun Reliability: D (D6) ROF: 5
Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Colt Police Positive
-------------------------
[Type: Revolver Reliability: D (D6) ROF: 2
Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
Magazine: 6 Weight: 0.5 Price: 75 Reload: 1]

Spiked Bat
---------------
[Type: Melee Weapon
Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 3 ]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]

Adding the stats means that I do not need to look up the data anywhere. Skills are added for the same reason. I have added the translation for the ratable attributes to jog my memory and save me some table browsing.

I have yet to implement the motivations, food generation and heavy weapons. Vehicles are finished and also detailed in the same manner. Here is the entire Marauder unit (with details) belonging to the chief above. This is, remember, a work in progress.

Encounter:
////////////////////////////////////////////////////////
1 marauder unit(s)
////////////////////////////////////////////////////////

********************************************************
Marauder unit #1 with 5 marauders.

********************************************************
Marauder Chief #1-1
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)

EMP: D (D6)
        Command: C (D8)

Hit Capacity: 5

Weapons:
MP5
--------
[Type: Submachinegun Reliability: D (D6) ROF: 5
Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Colt Police Positive
-------------------------
[Type: Revolver Reliability: D (D6) ROF: 2
Ammo: .38 Special Damage: 1 Critical: 3 Range: 2 Armor: +2
Magazine: 6 Weight: 0.5 Price: 75 Reload: 1]

Spiked Bat
---------------
[Type: Melee Weapon
Damage: 2 Critical: 3 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 3 ]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]


Marauder #1-2
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
KSP 90
-----------
[Type: Light Machinegun Reliability: B (D10) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 6 Armor: +0 Notes: Ammo belt (one encumbrance unit). Weight: 1
Magazine: 200 Weight: 2 Price: 1000 Reloads: 2]

White Phosphorous Grenade
------------------------------
[Type: Hand Grenade
Damage: 0 Critical: 0 Blast: C (2xD8) Range: 3 Armor: +0 Notes: Fire. Can only be used at SHORT range.
Weight: 0.25 Price: 50 ]


Marauder #1-3
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
M16A1
----------
[Type: Assault Rifle Reliability: A (D12) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 5 Armor: +0
Magazine: 30 Weight: 1 Price: 400 Reloads: 2]

Fragmentation Grenade
--------------------------
[Type: Hand Grenade
Damage: 2 Critical: 3 Blast: C (2xD8) Range: 3 Armor: +1 Notes: Can only be used at SHORT range.
Weight: 0.25 Price: 25 ]


Marauder #1-4
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
AKM
--------
[Type: Assault Rifle Reliability: D (D6) ROF: 4
Ammo: 7.62x39 Damage: 2 Critical: 3 Range: 5 Armor: +0
Magazine: 30 Weight: 1 Price: 300 Reloads: 2]

White Phosphorous Grenade
------------------------------
[Type: Hand Grenade
Damage: 0 Critical: 0 Blast: C (2xD8) Range: 3 Armor: +0 Notes: Fire. Can only be used at SHORT range.
Weight: 0.25 Price: 50 ]

Gear:
Kevlar Helmet
------------------
[Type: Body Armor
Notes: Armor: 1, Location: Head
Weight: 0.25 Price: 100 Availability: Scarce ]


Marauder #1-5
====================
STR: B (D10)
        Close Combat: C (D8)

AGL: C (D8)
        Driving: D (D6)
        Ranged Combat: C (D8)

INT: C (D8)
        Recon: D (D6)

EMP: D (D6)

Hit Capacity: 5

Weapons:
M4A1
---------
[Type: Assault Rifle Reliability: C (D8) ROF: 6
Ammo: 5.56x45 Damage: 2 Critical: 3 Range: 4 Armor: +0
Magazine: 30 Weight: 1 Price: 375 Reloads: 2]

Club
---------
[Type: Melee Weapon
Damage: 2 Critical: 4 Armor: +1 Notes: Can be jury rigged
Weight: 1 Price: 1 ]

-----------------------------------------------------
The unit is mounted on horses with riding saddles (one horse per marauder).

Horse
----------
[Type: Horse Combat Speed: 2/2 Travel Speed: 3/2 Front Armor: 0 Side Armor: 0 Rear Armor: 0
Crew: 1+1 Cargo Capacity: 25
Price: 500 Availability: Common ]





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